Continuing the series of questions about the Maelstrom is the next set from Paizo's Gamemastery. These are really the ones I think about as I am world building. I don't think they are as important or useful to Players thought.
1. Who's in Charge?
The Dragonkings, and by extension, any dragon-kin. The Dragonkings are patrons and matrons (almost universally a great wyrm) of an extended family of dragonkind. This includes dragons, half-dragons, draconic species, dragonblooded, etc. Each Dragonking rules a Sanctum, and may pay fealty or owe fealty to another. In theory, all dragons (and everyone they rule) owes fealty to the Dragon Emperor.
2. Who has the biggest army?
In theory, the Emperor commands the armies of all Sanctums. In reality, the more militant and hostile Dragonkings are vastly more likely to maintain large standing armies. For example, Felaurakua the Red often maintains a large standing army...with a high 'turnover' rate of conscripted and enslaved soldiers.
3. Who has the most money and power?
The Dragon Emperor. There is no doubt here. In theory, he owns everything (including the lives of those who live in Sanctums) and commands the services of every Dragonking in the Maelstrom. In practice, his personal hoard is immense and if a Dragonking speaks out against the Emperor, they do so in private.
4. Who maintains law and order?
In the Sanctums, each Dragonking sets his own laws and is responsible for enforcing them. Usually this is accomplished through the many Tordeks (fighters). Tordeks are usually half-dragons, mojh, dragonblooded or some sort of lesser dragon. Their authority is unquestionable and they can execute their judgements on the spot.
5. How hard do poor people have it?
Very. The rich (dragon-kin) usually live comfortably, some live very comfortably. The poor usually survive on whatever they can. In the harsher Sanctums, being poor is almost as bad as living in the wilderness. In the nicer Sanctums, it's better, and you will likely live longer, but it's rarely comfortable. There just are not enough resources for everyone.
6. How do people travel, and how easy is it?
Usually, people don't because travel implies leaving the Sanctum and that is deadly. Those who do are usually forced to walk, or use a mount if they are wealthy enough to own one. The Dragonkings and their followers have access to magical travel (teleportation being the most coveted). There are some places where heavily guarded caravans travel between Sanctums, and ships travel between islands commonly enough to establish limited trade routes. There are a handful of airships and fantastic travel options, but they are usually isolated, rare, and expensive.
7. What are the best-known landmarks?
Every island has it's own landmarks. Some are known across islands. The Great Sphinx, for example, is legendary across the Maelstrom. But, the most well known landmark is the Vortex at the center of the Maelstrom. Ships crewed by demons and devils often set sail for the Vortex. Not even the Dragonkings attempt to travel across the Vortex. Others are the Wild Islands at the corners of the Maelstrom, and the legendary rim of the Maelstrom...the edge of the world. Legends say that the Elder Gods and their servants come from there.
8. Why is Everybody Celebrating?
There are several holiday recognized across the Maelstrom. Each of the Malakhim has a Holy Day. There is also a celebration on July 20th known as Sanctum Day as a remembrance for the Land-That-Was and those lost in the Reckoning.
Azrael: October 31st
Gabriel: January 1st
Israphael: June 20th
Michael: December 21st
Raphael: April 8th
Uriel: March 20th
Samael: September 22nd
9. What do people do for a good time?
Drink. Not die. Drink more. Taverns, pubs, bars, opium houses, and so forth offer distraction for the masses. Most Sanctums have a few storytellers, bard, minstrels, and in the nicer ones, there is a theater. In the nastier ones, an arena. Gambling, prostitution, and other vices may or may not be legal, but can usually be found by the interested.
10. How weird does it get around here?
Very. The Reckoning was a multi-planar apocalypse and it seriously cracked the boundaries between worlds. Some places are just...weird. Some get "weird" now and then. This ranges from area of strange gravity and planar activity to horrifying contaminations from the Far Realm.
Saturday, March 31, 2012
Neat Idea
I was in the shower tonight and had a cool thought. Here's the gist.
3.x/Pathfinder rules. Heroic Paths from Midnight. Bloodlines from Arcana Unearthed. Gestalt Classes. Any other broken munchkin crap I can find.
Here's the trick: NPC classes, only.
Warrior, Adept, Commoner, Aristocrat, Expert, Thug (from traps and treachery), and Magewright (from Eberron).
3.x/Pathfinder rules. Heroic Paths from Midnight. Bloodlines from Arcana Unearthed. Gestalt Classes. Any other broken munchkin crap I can find.
Here's the trick: NPC classes, only.
Warrior, Adept, Commoner, Aristocrat, Expert, Thug (from traps and treachery), and Magewright (from Eberron).
We're all gonna die! |
Friday, March 30, 2012
Heroic Details of the Maelstrom
Last time I used the 20 quick questions that Jeff asks. I enjoyed writing that so I'm going to do the same thing with the world building questions from Paizo's Pathfinder Gamemastery book.You know, just for fun.
1. What's my base of operations?
Generally, it will be in a Sanctum. This is mainly because life outside the Sanctums are generally dangerous, violent, and short. The specifics within the Sanctum can vary, but it's usually a bit crowded and often somewhat desperate. You can try to make a base outside a Sanctum if you like, good luck.
2. Do I look different from everybody else?
Maybe. Humans are, by far, the most common species in the Maelstrom. They are not in charge, but common. Some Sanctums are more cosmopolitan than others. Skin tones in Aesir tend to be lighters, in Sheol and Mageddon they are darker. In Eden and Shinto they tend to be in the middle with tan skin tones. This tends to be true across species.
3. How do I make a living?
This is likely linked to why you go into the underworld to begin with. Times are desperate and resources are limited. How you survive in a Sanctum is often difficult. Surviving outside one is heroic. Most Sanctum will pay good money for things brought up from the ruins of the Land-That-Was.
4. Have I been doing this long?
Are you still alive? Yes? Then probably not. Adventurers and Dungeon Delvers usually don't live very long.
5. Are we at war or at peace?
Most Sanctums are at a general level of peace with each other. That's rarely a stable or even honest condition. There are a few Sanctums who are in essentially constant war scattered across the islands. Depending on where you are, you likely won't have to ask.
6. What am I doing with these others guys?
You wanna go into the demon-infested wilderness alone? Beyond the absolute need for companions outside the Sanctum (hell, in the Sanctum) it's really up to you. In some Sanctums you may be caste-mates or just a random bunch who met in a tavern and got drunk enough to think leaving the Sanctum in search of fortune and fame was a good idea.
7. How are lives affected by magic?
Well, mages (and psions, who most people just think are a different kind of mage) are usually not trusted. Most people think they had something to do with the Reckoning. Clerics are usually revered as the only thing keeping Sanctums from complete disintegration. Force-users are so mysterious to most people, they are usually just feared and watched.
Magic items, on the other hand, are almost worshiped as the salvation of society. Especially if that item somehow makes life easier (anything that provides food, water, healing, energy, etc.)
8. How are lives affected by religion?
Deeply. The seven Malakhim are often central to a society and entire species can develop their sense of identity based on a single Malakhim or set of Malakhim. Some Sanctums revere one Malakhim and reject all others, or openly accept the entire pantheon. There is no doubt in the Maelstrom of the divinity of the Malakhim...but that does not mean they are understood. Clerics are seen as those who have a special connection to the Malakhim.
9. Who or what is going to try to kill me?
In a Sanctum: The starving, desperate, or greedy. There are some infestations of demon or devil worshipers who will kill anyone who tries to strengthen a Sanctum. There is always the threat of creatures from the Far Realm finding an invisible crack in reality. Finally, an offended Dragonkin can kill you for no other reason than being offended.
In the Wilderness and Underdark: All manner of horrors and wild beasts. Certain species are often limited to a specific island or group of islands. But, demons, devils, undead, and other worldly aberrations are common mortal-hunters.
10. Where can I sell this loot?
Most Sanctums have an office of Antiquities and Archeology (or something similar). Sometimes, it's just the local magistrate in the less civil Sanctums. It's rare that a Sanctum will not make an offer on anything from the Land-That-Was. If they don't make an offer (or buy it), it's either worthless or you may want to sleep in shifts.
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